ACE3/addons/weaponselect/functions/fnc_selectNextGrenade.sqf
Grim 59af3e1f6d
General - Change CBA Namespaces to HashMap (#8801)
* medical_treatment

* advanced_throwing

* common, csw

* Update fnc_replaceRegisteredItems.sqf

* Sanitised numerous components

* Update XEH_postInit.sqf

* Update XEH_postInit.sqf

* FUNC -> LINKFUNC

* Changed tagging hashmap

* Reverted some changes

* Reverted some changes

* Update XEH_clientInit.sqf

* Tweaks and fixes

* Fix number replacements

* Minor cleanup

* Update fnc_getMagazineName.sqf

* Update fnc_getMagazineName.sqf

* Minor improvement

* Made factions case-sensitive and added `toLowerANSI` to be safe

* Update fnc_getDetectedObject.sqf

* Update addons/common/functions/fnc_actionKeysNamesConverted.sqf

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Throw error if item doesn't exist

---------

Co-authored-by: Salluci <69561145+Salluci@users.noreply.github.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
2024-06-11 12:34:32 -03:00

76 lines
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#include "..\script_component.hpp"
/*
* Author: commy2
* Select the next grenade.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Grenade type [0: all, 1: frags, 2: non-frags] (default: 0) <NUMBER>
*
* Return Value:
* Selecting successful? <BOOL>
*
* Example:
* [player] call ace_weaponselect_fnc_selectNextGrenade
*
* Public: Yes
*/
params ["_unit", ["_type", 0]];
// get currently selected grenade
private _currentGrenade = currentThrowable _unit;
// get correct array format if no grenade is selected
if (_currentGrenade isEqualTo []) then {
_currentGrenade = ["", ""];
};
_currentGrenade = _currentGrenade select 0;
// get available magazines for that unit
private _magazines = magazines _unit;
private _grenades = [];
{
if (_x in _magazines) then {
_grenades pushBack _x;
};
} forEach ([GVAR(GrenadesAll), GVAR(GrenadesFrag), GVAR(GrenadesNonFrag)] select _type);
// abort if no grenades are available
if (_grenades isEqualTo []) exitWith {false};
// get next grenade muzzle
private _nextGrenadeIndex = (_grenades find _currentGrenade) + 1;
// roll over if the last grenade was selected
if (_nextGrenadeIndex >= count _grenades) then {
_nextGrenadeIndex = 0;
};
private _nextGrenade = _grenades select _nextGrenadeIndex;
// abort if the same grenade would be selected
if (_currentGrenade == _nextGrenade) exitWith {false};
// current best method to select a grenade: remove all grenades except the one you want to select, then add them back
private _uniformGrenades = uniformItems _unit select {_x in GVAR(GrenadesAll) && {_x != _nextGrenade}};
private _vestGrenades = vestItems _unit select {_x in GVAR(GrenadesAll) && {_x != _nextGrenade}};
private _backpackGrenades = backpackItems _unit select {_x in GVAR(GrenadesAll) && {_x != _nextGrenade}};
// remove all grenades except those we are switching to --> this breaks the selector
{_unit removeItemFromUniform _x} forEach _uniformGrenades;
{_unit removeItemFromVest _x} forEach _vestGrenades;
{_unit removeItemFromBackpack _x} forEach _backpackGrenades;
// readd grenades
{_unit addItemToUniform _x} forEach _uniformGrenades;
{_unit addItemToVest _x} forEach _vestGrenades;
{_unit addItemToBackpack _x} forEach _backpackGrenades;
[_nextGrenade, {_x == _nextGrenade} count _magazines] call FUNC(displayGrenadeTypeAndNumber);
true